System Information
- Steam Audio version: 4.8.1
- Unity version: Unity 6.4 URP, 6000.4.2f1
- Operating System and version: Windows 10
- CPU architecture: x86-64
- GPU: Nvidia GeForce 1070ti
Issue Description
Using Radeon Rays as the raycaster leads to crashing, that is not present with Embree. Unfortunately, I was not able to determine the primary cause for easy replication, but I can provide my crashdump and Editor.log (or Player.Log, as the crash happened in build as well). It happened generally in situations with many sounds being emitted at once.
I've done only preliminary verification of the cause and If I traced the cause correctly, it seems to be coming from the method void OpenCLEnergyField::copyDeviceToHost(), specifically the code:
void OpenCLEnergyField::copyDeviceToHost()
{
auto _buffer = reinterpret_cast<int*>(clEnqueueMapBuffer(mOpenCL->irUpdateQueue(), mBuffer.buffer(), CL_TRUE,
CL_MAP_READ, 0, mBuffer.size(), 0, nullptr, nullptr, nullptr));
for (auto i = 0, index = 0; i < numChannels(); ++i)
{
for (auto j = 0; j < Bands::kNumBands; ++j)
{
for (auto k = 0; k < std::min(numBins(), kMaxBins); ++k, ++index)
{
mData[i][j][k] = _buffer[index] / RadeonRaysReflectionSimulator::kHistogramScale;
}
index += std::max(0, kMaxBins - numBins());
}
}
clEnqueueUnmapMemObject(mOpenCL->irUpdateQueue(), mBuffer.buffer(), _buffer, 0, nullptr, nullptr);
}
Where there is a nullptr dereference of the _buffer.
In my project, I didn't utilise reflections on any AudioSources, but I do use Baked Reverb and Baked Pathing.
Steam Audio Settings

Steam Audio Source Settings

Note: I enable the SteamAudioSource component prior to running AudioSource.Play(), and similarly set the Spatial Blend only before playing the sound.
Steam Audio Listener Settings
Crash Dump
Player.log
crash.dmp
System Information
Issue Description
Using Radeon Rays as the raycaster leads to crashing, that is not present with Embree. Unfortunately, I was not able to determine the primary cause for easy replication, but I can provide my crashdump and Editor.log (or Player.Log, as the crash happened in build as well). It happened generally in situations with many sounds being emitted at once.
I've done only preliminary verification of the cause and If I traced the cause correctly, it seems to be coming from the method
void OpenCLEnergyField::copyDeviceToHost(), specifically the code:Where there is a nullptr dereference of the _buffer.
In my project, I didn't utilise reflections on any AudioSources, but I do use Baked Reverb and Baked Pathing.
Steam Audio Settings

Steam Audio Source Settings

Note: I enable the SteamAudioSource component prior to running
AudioSource.Play(), and similarly set the Spatial Blend only before playing the sound.Steam Audio Listener Settings
Crash Dump
Player.log
crash.dmp